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extensive work on lighting, shadows, and fog
- use MeshLambertMaterial for interiors, terrain, and shapes - use smooth vertex normal blending to avoid facted-looking contrasty lighting between adjacent surfaces - update io_dif Blender addon to extract lightmaps - re-export .dif files to glTF with lightmaps and without LOD - enable sun, ensure correct direction - adjust fog (more work to do) - cleanup and optimization
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927 changed files with 632 additions and 215 deletions
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@ -101,10 +101,14 @@ uniform float tiling4;
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uniform float tiling5;
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uniform float debugMode;
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${visibilityMask ? "uniform sampler2D visibilityMask;" : ""}
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${detailTexture ? `uniform sampler2D detailTexture;
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${
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detailTexture
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? `uniform sampler2D detailTexture;
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uniform float detailTiling;
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uniform float detailFadeDistance;
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varying vec3 vTerrainWorldPos;` : ""}
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varying vec3 vTerrainWorldPos;`
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: ""
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}
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// Wireframe edge detection for debug mode
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float getWireframe(vec2 uv, float gridSize, float lineWidth) {
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